Barely Significant
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Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games.

Sci Rep · 2022 · PMC9514709 · PMID 36167899

1
hedged sentence
0.0530
closest p · 1.1× alpha
0.0530
boldest claim

The sentences

close to significancep = 0.053so close (0.05 < p ≤ 0.1)
Other forms of video game related spending did not significantly predict distress, though spending on downloadable content was close to significance RR = 1.22 [0.99, 1.47], p = 0.053 (spending on games, p = 0.630, spending on other in-game content, p = 0.316).

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